GDC 07: Savage 2: Tortured Soul Update

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We get a quick look at things to come from S2 Games.

By Dan Adams

We finally got a chance to see a bit more of S2 Games' sequel of 2004's Savage FPS/RTS hybrid and the small bit shown is encouraging. From a basics standpoint, Savage 2 shares most of the original game's ideals. Two teams compete over resources on a map in search of total domination. The bulk of each team plays each match in the role of a soldier on the battlefield while the commander can give orders and construct buildings, designate research, manage money, and award promotions. Savage created a wonderful mix of action and strategy but had some barriers to entry that kept it from becoming extremely successful even though most players that broke through the wall ended up addicted to the fast-paced and often smart gameplay Savage provided. S2 is hoping to fix most of the original game's shortcomings with a more complete set of classes to choose from, a better skill system, casting system, inventory, and a whole new pricing plan that will hopefully encourage players to give the game a chance.

What we saw of the game was very brief and set in a sand box developer environment not suitable for actual games to take place. It did provide ample room to show off some of Savage 2's more basic ideas. As with before, Commanders will take the role of leader to guide troops around the field of battle. S2 has smartly removed peons from the game to limit the amount of base watching and worker management demanded in the first game. Commanders will still be able to place buildings and use buildings to push research in the right direction, but will now be able to spend most of their time on the battlefield making strategic decisions. As with the first game, soldiers on the field can choose whether to follow the orders or not, but hopefully the commander ranking system will allow teams to choose their commander wisely before a match.

Another smart move from S2 is the stronger differences between the different types of soldiers that can be selected on the battlefield. Each of the classes has distinct uses, unlike the first game where the progression of soldiers merely became stronger down the line. Now, players will be able to choose from Builders that can act like engineers in other FPSs, Savages that act as medium strength melee units, and chaplains that can heal other players. All of the unit types can utilize four skills that make them more effective on the battlefield. For instance, the Legionnaire heavy warrior unit can use an area effect damage skill that will damage any enemies in a radius around him.

Combat between players is again the mix between ranged and melee combat that made the first game so interesting. S2 is still considering the options to make melee more accessible and easy to players just beginning, but one of the ways they're making actual swordfights more tactical is the use of a rock/paper/scissors style fight system. Quick attacks beat the slow strong attacks. Strong attacks can bash through any attempt to block. Blocking can thwart quick attacks. Any player that has any of their attacks countered will become stunned for a second opening up the opportunity for a player to cause a lot of damage. We haven't had the chance to put this into practice ourselves, but what was shown looks like it has a good chance of working well within the confines of Savage.

Ranged combat will work in the same way as the original. Each class has a set of weapons with different functionality. Scouts are the ranged specialists with sniper kits and such while builders will be granted shotgun type weapons.

While we didn't get the chance to see the new resourcing system in action, it's nice to know that it'll be a bit more automated this time around. Instead of having peons or players harvest gold, the commander or builder will be able to plop resource buildings on top of mines which will then begin collecting resources automatically. The economic challenge comes in keeping those buildings intact and balancing the new upkeep system that charges a regular sum for each building.

There's actually still quite a bit left to see of Savage 2 since this was such a cursory look. We only had the chance to check out a bit of the human side here. The Beast faction has yet to be unveiled and we haven't seen the new Hellborn mechanic in action that allows players to turn into very powerful units after killing enough opponents. Either way, a lot of the ideas S2 is bringing to Savage 2 should provide a much more complete game than we saw with Savage when it was released.

Those looking forward to this sequel will be happy to know that a freeware version of the game (or something like it) will be released when the game ships. Players that wish to participate online will need to pay the one time entrance fee which basically acts as the game's purchase point which at the moment is 29.99 USD. S2 is hoping more people will download the game and give it a chance and enjoy it enough to help the cause and buy their online identity.

Look for more on Savage 2: Tortured Soul to hit the pages of IGN in the coming months.